IronMike Posted July 28, 2019 Share Posted July 28, 2019 Well, I finally successfully completed OCA west. Key was to fly the ingress high to save fuel, I got there at 25k, dropped down to 12 to avoid SAMs launched at us, then striked the airfield with a couple of passes and egressed. I still lost my wingman and all the Hornets, everything went as you see in the tacview files I posted. Kaba, one more thing you might wanna check is wingman behaviour: despite being ordered to "Engage: mission and rejoin", he never drops his bombs, making him an easy prey for the MiGs on our way back. Don't know if you can fix it (very likely a DCS problem), but I think you wanna know. Unfortunately there is nothing much Kaba can do about that kind of AI behaviour. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
Gianky Posted July 29, 2019 Share Posted July 29, 2019 Yeah, I imagined that, IronMike, but I thought he would wanna know anyway. After all, since the only targets that matter for completing the missions are the aircraft that the player has to hit, he could retask the wingman as TARCAP, a role in which it should be more effective (feels weird to have a mission without A2A escort). Up to Kaba, anyway, just a suggestion! Link to comment Share on other sites More sharing options...
kaba Posted July 30, 2019 Author Share Posted July 30, 2019 Thanks for the feedback Gianky - I've never had the issue with AI not dropping their bombs so will log the issue. Maybe it's something brought on in a new version. Worth noting that this mission is intended to be a self escort strike after the SEAD flight turns cold. Ideally I'd like to keep the wingman as a striker as planned. However if DCS bugs prevent that then your suggestion of a TARCAP role is good. Glad that you did make it through the mission in the end, thanks again for the feedback and do let me know if you have any further comments on the rest of the campaign. Link to comment Share on other sites More sharing options...
IronMike Posted July 31, 2019 Share Posted July 31, 2019 We are happy to announce that we officially added the CAGE THE BEAR Campaign to the F-14 Build THANK YOU KABA FOR THE OUTSTANDING WORK! This means that from now on you do not need to download it anymore and all future fixes will be included in the official F-14 patches. COOP and different start versions will be added later. Please continue using this thread for all reports regarding the campaign. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
QuiGon Posted August 1, 2019 Share Posted August 1, 2019 Congrats @kaba! You really earned this! :thumbup: COOP and different start versions will be added later. I hope it won't take long for these things to arrive (cold starts & coop). Don't like hot starts :pilotfly: Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing! Link to comment Share on other sites More sharing options...
Gianky Posted August 1, 2019 Share Posted August 1, 2019 That's great news, thanks IronMike! Congratulations, Kaba! Link to comment Share on other sites More sharing options...
LanceCriminal86 Posted August 15, 2019 Share Posted August 15, 2019 Has anyone else experienced an issue where on mission 3 (airfield strike), as soon as the SA-6 comes online and starts firing their frames go to a slideshow? I've done all kinds of other missions with SAMs firing all over the place, never experienced anything like this. When the SA-6 was out of missiles the frames came back. Heatblur Rivet Counting Squad™ VF-11 and VF-31 1988 [WIP] VF-201 & VF-202 [WIP] Link to comment Share on other sites More sharing options...
IronMike Posted August 16, 2019 Share Posted August 16, 2019 Has anyone else experienced an issue where on mission 3 (airfield strike), as soon as the SA-6 comes online and starts firing their frames go to a slideshow? I've done all kinds of other missions with SAMs firing all over the place, never experienced anything like this. When the SA-6 was out of missiles the frames came back. This seems more related to AI spawning in, than the SAM firing, I would guess. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
kaba Posted August 16, 2019 Author Share Posted August 16, 2019 Sorry to hear, sounds annoying. Not something I've ever noticed. Could you please send me a track or (preferably) a tacview? Link to comment Share on other sites More sharing options...
uri_ba Posted August 18, 2019 Share Posted August 18, 2019 Any guesstimations on the COOP version of the campaign? I've go a version for server use (restart, Next mission, prev mission in cooms menu). but the official version would be preferable. Creator of Hound ELINT script My pit building blog Few DIY projects on Github: DIY Cougar throttle Standalone USB controller | DIY FCC3 Standalone USB Controller Link to comment Share on other sites More sharing options...
LanceCriminal86 Posted August 18, 2019 Share Posted August 18, 2019 Sorry to hear, sounds annoying. Not something I've ever noticed. Could you please send me a track or (preferably) a tacview? I ended up fiddling with the mission just to see what happens when the SA-6 was taken out of the situation, and the issue seemed to go away. I didn't delete it, but I did add an M4 Sherman right next to its spawn point who quickly wiped the site out. No FPS stutters after that. I think I will clear all that stuff out and give it another run with the latest beta patches, just in case. I've done other missions with SAMs galore, whole fleet shooting at incoming bombers, AAA everywhere at low level, and never had a problem. Another thing, it could also have been the Iglas that you had placed around as well. Those killed me a few times when I loitered too long. It seemed to me though that when the SA-6 was reloaded and started to fire again, slideshow came back. Basically with all AAA/SAMs eliminated the mission was glass smooth. Heatblur Rivet Counting Squad™ VF-11 and VF-31 1988 [WIP] VF-201 & VF-202 [WIP] Link to comment Share on other sites More sharing options...
kaba Posted August 19, 2019 Author Share Posted August 19, 2019 That's really bizarre and I can't see anything in the mission (editor or in game) that should be doing it, nor can I reproduce. Is it possible it's a local issue? Keen to squash this one if possible, and without removing the SAMs/AAA - can't have a strike mission without air defenses! Link to comment Share on other sites More sharing options...
Tuefelhunden0311 Posted August 23, 2019 Share Posted August 23, 2019 Finally Thank you! Can't wait to jump right in!! Link to comment Share on other sites More sharing options...
QuiGon Posted August 23, 2019 Share Posted August 23, 2019 Any guesstimations on the COOP version of the campaign? I've go a version for server use (restart, Next mission, prev mission in cooms menu). but the official version would be preferable. + 1 + different start versions please COOP and different start versions will be added later. Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing! Link to comment Share on other sites More sharing options...
kaba Posted August 23, 2019 Author Share Posted August 23, 2019 Glad to hear that you're looking forward to the coming versions of the campaign. An updated cold start version is going through final testing and should be ok for beta release soon. The CoOp version needs some thinking - mission triggers and scripts need to be revised for proper CoOp operations, and additional features need to be scoped, set up and tested - I'll let you know when I have concrete info to give you. In the meantime, it'd be great to get your thoughts on exactly what features you'd like to have in CoOp missions. How many craft, cold or hot starts, additional features, etc. - the Restart/Next/Prev mission comms options are a great suggestion! Thanks Link to comment Share on other sites More sharing options...
Gianky Posted August 23, 2019 Share Posted August 23, 2019 An updated cold start version is going through final testing and should be ok for beta release soon. Glad to hear that! I don't know if this can be considered relevant any longer, after the above news, however, with the Hornet TGP frenzy exhausted, I went back to your campaign, the 1.2 cold start version, and found another bug in mission 4. I started the mission and, instead of being dropped into the cockpit, I found myself staring at the F10 map. Pressed F9 and my flight wasn't on the Stennis deck: no player aircraft. Pressed esc and "quit" to go back to the lobby and DCS crashed to the desktop. I tried this 4 times, every time I got the same result. If I open the mission file in ME, the player flight is there and the spawn time is the same as the beginning of the mission. Again, I don't know it can be relevant any longer, but since it crashes DCS, I thought it was better to report it any way. Link to comment Share on other sites More sharing options...
kaba Posted August 23, 2019 Author Share Posted August 23, 2019 Thanks for flagging - I'll double check this is not occurring in the current version of the cold start mission. This is possibly due to the Stennis spawn points being a bit unreliable, especially with a busy deck. Link to comment Share on other sites More sharing options...
QuiGon Posted August 23, 2019 Share Posted August 23, 2019 An updated cold start version is going through final testing and should be ok for beta release soon. Awesome, great to hear! The CoOp version needs some thinking - mission triggers and scripts need to be revised for proper CoOp operations, and additional features need to be scoped, set up and tested - I'll let you know when I have concrete info to give you. In the meantime, it'd be great to get your thoughts on exactly what features you'd like to have in CoOp missions. How many craft, cold or hot starts, additional features, etc. - the Restart/Next/Prev mission comms options are a great suggestion! Well, I would like the coop version to be cold started, but that's just my opionion. Apart from that I can't think of anything that should be special in the coop version. Having a human wingmen (which means up to 4 players -> pilots/RIOs) and cold starts is all I need, but if the campaign provides for it I would also take 3 human wingmen (which means up to 8 players) :) Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit DCS Panavia Tornado (IDS) really needs to be a thing! Link to comment Share on other sites More sharing options...
WindyTX Posted August 23, 2019 Share Posted August 23, 2019 Please don't force cold start though, some of us only have limited time available so wasting time waiting for an INS just makes the mission less useful/playable. Sent from my GM1915 using Tapatalk I7 3930 4.2GHz ( Hyperthreading Off), GTX1080, 16 GB ddr3 Hotas Warthog Saiteck Combat Pedals HTC Vive, Oculus CV1. GTX 1080 Has its uses Link to comment Share on other sites More sharing options...
ataribaby Posted August 23, 2019 Share Posted August 23, 2019 Don't think it will be forced. As I understand it there will be two campaign versions - one for you guys in hurry and other for us INS align wasters ;) Link to comment Share on other sites More sharing options...
Black Assassin Posted August 27, 2019 Share Posted August 27, 2019 I am stuck on the Maykop airbase bombing mission. I've tried it like ten times and I can't pass it. I know it's cheating, but is there anyway to skip the mission? Cheers! i9-9900KF @ 3.6ghz ; 32gb RAM @ 3600mhz; Gigabyte RTX 2080 8gb ; TMWarthog ; TM rudder ; HTC Vive Link to comment Share on other sites More sharing options...
kaba Posted August 27, 2019 Author Share Posted August 27, 2019 I am stuck on the Maykop airbase bombing mission. I've tried it like ten times and I can't pass it. I know it's cheating, but is there anyway to skip the mission? Cheers! You can skip campaign missions by editing the logbook file out of game. Or you can play the later missions as single missions. Can I ask what it is that goes wrong for you in the Maykop mission? Link to comment Share on other sites More sharing options...
Nealius Posted August 28, 2019 Share Posted August 28, 2019 Would changing liveries, tail numbers, or the deck configuration break anything? I'd like to tweak the campaign missions to have a coherent CVW with realistic modex numbers. Link to comment Share on other sites More sharing options...
kaba Posted August 28, 2019 Author Share Posted August 28, 2019 Would changing liveries, tail numbers, or the deck configuration break anything? I'd like to tweak the campaign missions to have a coherent CVW with realistic modex numbers. Should be of no issue as long as this does not result in spawn positions that collide with static objects. Would welcome your feedback on the changes you make too! Link to comment Share on other sites More sharing options...
Nealius Posted August 28, 2019 Share Posted August 28, 2019 I took a look and probably not much to change, depending on how the parked F-14s on the aft end of the ship impact my VR performance. I mainly just wanted realistic tail numbers (100/200 for Tomcats, 300/400 for Hornets, 600 for AWACS, 700 for tankers) and all matching tail codes. Hard part about the matching tail codes is that the only way to get a totally matching CVW on deck is by using downloaded liveries. Might do CVW-7. Link to comment Share on other sites More sharing options...
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